Why (board game): Difference between revisions
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[[Image:Why Cover.png|thumb|250px|The 1958 release cover of Why]] |
[[Image:Why Cover.png|thumb|250px|The 1958 release cover of Why]] |
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'''Why''' is a [[board game]] from the late [[50's]] created by the [[Milton Bradley Company]] based on the [[Television program| |
'''Why''' is a [[board game]] from the late [[50's]] created by the [[Milton Bradley Company]] based on the [[Television program|television show]] [[Alfred Hitchcock Presents]]. The game is no longer produced, however, many copies of the board game can be found through online auctions site such as [[ebay]]. [http://search-completed.ebay.com/search/search.dll?sofocus=so&sbrftog=1&from=R10&_trksid=m37&satitle=why+alfred+hitchcock&sacat=-1%26catref%3DC6&sargn=-1%26saslc%3D2&sadis=200&fpos=13068&sabfmts=1&saobfmts=insif&fis=2&ftrt=1&ftrv=1&saprclo=&saprchi=&so=Show+Items&fsop=1%26fsoo%3D1&coaction=compare&copagenum=1&coentrypage=search] There are two different releases of the game: the original 1958 release and the 1967 release. Everything is the same except the game's cover. |
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== Set-Up == |
== Set-Up == |
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Why can be played with 2-4 players aged 12 to adult using the game |
Why can be played with 2-4 players aged 12 to adult using the game piece characters Sergeant Monday, Dick Crazy, Charlie Clam, and Shlylock Bones. The ghosts in the game are Daniel Boone, Pocahontas, Napoleon, Nero, Cleopatra and Henry the Eighth. The weapons in the game are the rope, the gun, poison, and the ax. The motive cards are "Jealousy", "Lover's Quarrel", "Self Defense", and the used only in conjunction with Alfred Hitchcock "It's A Mystery To Me" card. |
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The object of the game is to capture 1 |
The object of the game is to capture 1 ghost, 1 weapon, and 1 motive card. There are four cards for each ghost and weapon. An alternative way to win is capture the six [[Alfred Hitchcock]] cards and the "It's A Mystery To Me" card. Each player is dealt 7 cards and start out in the Living Room. The remaining cards are dealt evenly into the 6 rooms. A player can only have up to 7 cards in his/her hand at one time. A player is able to obtain more cards through three ways: the lawn, from another player, or from another room. |
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To |
To acquire cards from the lawn, they must first make it to the Living Room by rolling a 7, 11, doubles, or make it there by the player's roll. Then they have to prove they have that type of card by showing it and then flipping over the card they want. If they are correct, they take the card. If they are incorrect, they must put down the card they thought it was and take the wrong card. To take from another player you must be on the same space as each other or the same room. You challenge the a players card by first proving you have one of its set. If they do have the card, they must give it to the player or they can give them a "No Clue" card and this card is removed from the game. If they do not have the card, they are then able to challenge that player for a card with the same rules applying. The player's turn ends after this. To get a card from a room, they must first make it to the room by rolling a 7, 11, doubles, or through the regular roll. Then they pick up the top card and discard the same card or another card if applicable into the lawn. |
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== |
== Game-play == |
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[[Image:Why Pieces.jpg|thumb|The four private eyes used for the player's |
[[Image:Why Pieces.jpg|thumb|The four private eyes used for the player's pieces]] |
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To begin the game, each player rolls the dice to see who goes first. The player with the highest roll begins and play proceeds to the left. If a player rolls 7, 11, or doubles they are able to advance to any room of there choosing. Otherwise, you advance through the hallway spaces. You can travel in either direction however you cannot backtrack. |
To begin the game, each player rolls the dice to see who goes first. The player with the highest roll begins and play proceeds to the left. If a player rolls 7, 11, or doubles they are able to advance to any room of there choosing. Otherwise, you advance through the hallway spaces. You can travel in either direction however you cannot backtrack. |
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If all cards have been taken from the rooms then the required cards for winning must be in either a players hand or in the lawn. All players advance through the Living Room by rolling a 7, 11, doubles, or through a standard dice roll. Once all the players are in the Living Room a new set of rules is followed. |
If all cards have been taken from the rooms then the required cards for winning must be in either a players hand or in the lawn. All players advance through the Living Room by rolling a 7, 11, doubles, or through a standard dice roll. Once all the players are in the Living Room a new set of rules is followed. |
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A player can |
A player can challenge another player if they roll a 7, 11, or doubles with standard challenge rules applying. A player can pick from the lawn if they roll an odd number. Standard discard rules apply except when a player discards one of there cards back into the lawn, they place it face-up. If a player rolls an even number, they lose there turn. |
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== Special Rules == |
== Special Rules == |
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For 2 players — only 34 of 60 cards are used. Three complete ghosts, two complete weapons, 3 motive, and 3 "No Clue" cards are removed from the pack. |
For 2 players — only 34 of 60 cards are used. Three complete ghosts, two complete weapons, 3 motive, and 3 "No Clue" cards are removed from the pack. Additionally only rooms 1-4 are used and 5 and 6 are left empty. For 3 players — only 48 of 60 cards are used. Two complete ghosts and one complete weapon is removed from the pack. All 6 rooms are still used. |
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If you want a card from the Lawn and you haven't one of that kind in your hand, you may falsely identify the card wanted, in order to pick it up. For example: If an opponent is collecting Cleopatra cards and you wish to hinder him, you may pick up a Cleopatra card from the lawn in this way: Show any card from your hand such as an Ax, point to the cleopatra card on the lawn and say, "This is an Ax card." Since you pointed to the wrong card (on purpose), ow you must pick up the Cleopatra card and lay down the Ax card. |
If you want a card from the Lawn and you haven't one of that kind in your hand, you may falsely identify the card wanted, in order to pick it up. For example: If an opponent is collecting Cleopatra cards and you wish to hinder him, you may pick up a Cleopatra card from the lawn in this way: Show any card from your hand such as an Ax, point to the cleopatra card on the lawn and say, "This is an Ax card." Since you pointed to the wrong card (on purpose), ow you must pick up the Cleopatra card and lay down the Ax card. |
Revision as of 09:24, 4 August 2007
Why is a board game from the late 50's created by the Milton Bradley Company based on the television show Alfred Hitchcock Presents. The game is no longer produced, however, many copies of the board game can be found through online auctions site such as ebay. [1] There are two different releases of the game: the original 1958 release and the 1967 release. Everything is the same except the game's cover.
Set-Up
Why can be played with 2-4 players aged 12 to adult using the game piece characters Sergeant Monday, Dick Crazy, Charlie Clam, and Shlylock Bones. The ghosts in the game are Daniel Boone, Pocahontas, Napoleon, Nero, Cleopatra and Henry the Eighth. The weapons in the game are the rope, the gun, poison, and the ax. The motive cards are "Jealousy", "Lover's Quarrel", "Self Defense", and the used only in conjunction with Alfred Hitchcock "It's A Mystery To Me" card.
The object of the game is to capture 1 ghost, 1 weapon, and 1 motive card. There are four cards for each ghost and weapon. An alternative way to win is capture the six Alfred Hitchcock cards and the "It's A Mystery To Me" card. Each player is dealt 7 cards and start out in the Living Room. The remaining cards are dealt evenly into the 6 rooms. A player can only have up to 7 cards in his/her hand at one time. A player is able to obtain more cards through three ways: the lawn, from another player, or from another room.
To acquire cards from the lawn, they must first make it to the Living Room by rolling a 7, 11, doubles, or make it there by the player's roll. Then they have to prove they have that type of card by showing it and then flipping over the card they want. If they are correct, they take the card. If they are incorrect, they must put down the card they thought it was and take the wrong card. To take from another player you must be on the same space as each other or the same room. You challenge the a players card by first proving you have one of its set. If they do have the card, they must give it to the player or they can give them a "No Clue" card and this card is removed from the game. If they do not have the card, they are then able to challenge that player for a card with the same rules applying. The player's turn ends after this. To get a card from a room, they must first make it to the room by rolling a 7, 11, doubles, or through the regular roll. Then they pick up the top card and discard the same card or another card if applicable into the lawn.
Game-play
To begin the game, each player rolls the dice to see who goes first. The player with the highest roll begins and play proceeds to the left. If a player rolls 7, 11, or doubles they are able to advance to any room of there choosing. Otherwise, you advance through the hallway spaces. You can travel in either direction however you cannot backtrack.
If all cards have been taken from the rooms then the required cards for winning must be in either a players hand or in the lawn. All players advance through the Living Room by rolling a 7, 11, doubles, or through a standard dice roll. Once all the players are in the Living Room a new set of rules is followed.
A player can challenge another player if they roll a 7, 11, or doubles with standard challenge rules applying. A player can pick from the lawn if they roll an odd number. Standard discard rules apply except when a player discards one of there cards back into the lawn, they place it face-up. If a player rolls an even number, they lose there turn.
Special Rules
For 2 players — only 34 of 60 cards are used. Three complete ghosts, two complete weapons, 3 motive, and 3 "No Clue" cards are removed from the pack. Additionally only rooms 1-4 are used and 5 and 6 are left empty. For 3 players — only 48 of 60 cards are used. Two complete ghosts and one complete weapon is removed from the pack. All 6 rooms are still used.
If you want a card from the Lawn and you haven't one of that kind in your hand, you may falsely identify the card wanted, in order to pick it up. For example: If an opponent is collecting Cleopatra cards and you wish to hinder him, you may pick up a Cleopatra card from the lawn in this way: Show any card from your hand such as an Ax, point to the cleopatra card on the lawn and say, "This is an Ax card." Since you pointed to the wrong card (on purpose), ow you must pick up the Cleopatra card and lay down the Ax card.
For a more difficult game, cards are kept on the lawn face down until the end of the game. Also you may complete and lay down more than one Ghost to increase your Reward. However, to end the game, the Mystery must be solved as before. Now you add up your Rewards, counting your cards on the table and in your hand. One complete ghost or weapon is worth $500.00. One complete Alfred Hitchcock is worth $1000.00 dollars. The player that ends the game earns $1000.00 as well. Motive and "No Clue" cards have no value. $200.00 is deducting for each part of Alfred you have at the end of the game or the "It's A Mystery to Me" card. With these additional rules, each player receiving the largest reward wins the game.
See Also
External Links
- Alfred Hitchcock at IMDb
- eBay Only place in which game can be purchased
- Template:Tvtome person